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I mostly did it so I could move tile mode logic into a new node, so I could have control over the drawing order. TileMode.gd also always draws 8 blank rectangles, which are being drawn on top of the grid, in order to hide it if it gets out of boundaries. We are now very close to implementing an isometric grid, #305. This shouldn't have much of a performance impact, but some more testing is most likely needed.
18 lines
607 B
Text
18 lines
607 B
Text
[gd_scene load_steps=5 format=2]
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[ext_resource path="res://src/UI/Canvas/Canvas.gd" type="Script" id=1]
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[ext_resource path="res://src/UI/Canvas/Grid.gd" type="Script" id=2]
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[ext_resource path="res://src/UI/Canvas/Indicators.gd" type="Script" id=3]
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[ext_resource path="res://src/UI/Canvas/TileMode.gd" type="Script" id=4]
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[node name="Canvas" type="Node2D"]
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script = ExtResource( 1 )
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[node name="Grid" type="Node2D" parent="."]
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script = ExtResource( 2 )
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[node name="TileMode" type="Node2D" parent="."]
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script = ExtResource( 4 )
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[node name="Indicators" type="Node2D" parent="."]
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script = ExtResource( 3 )
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